Creatures of sections at their measured proportions

Op on 9 October, after the page before: "we need to improve the skeletons and parts/meshes to look more alike the actuals. 2d did better job with proportions and lifelikeness than your 3d which is backwards". The canon row is a_creature_is_a_3d_body_off_one_rig_with_sections_its_genes_attach, and the row it superseded, a_creature_is_drawn_flat_from_its_genes_at_natural_proportions, says what the 2D bodies got right. This page keeps the vehicle, the villagers' rig with sections its genes attach, and lays every body out from measured animals: a red deer hind, a moose cow, a she-wolf, a hen and a hooded crow. Everything is drawn live here by the code beside this page; NOTES.md has the tables, the sources and what is still wrong.

The page before is ../202610091040_creatures-in-3d/, its notes copied here as NOTES-creatures-in-3d.md, and the pages before it as off-the-rig.html and one-rig.html.

1. How a body is laid out

Its genes pick a frame gene, whose overlays are a body's measured numbers: the withers height, the limb bones, the head and body length, the girth, the hind foot. The fore column is stood up from the ground, digits, cannon, radius, the humerus at the angle that puts the withers at their height, the scapula; the hind column hangs from a pelvis a body length behind, the hock under the point of the buttock, the femur and tibia solved between. Of the villagers' rig a quadruped or a bird keeps the root and the five spine bones, laid along its own back; every limb, the trunk, the neck, the head and the tail are sections with bones of their own, lofted from the masses along those bones. None of the villager's mesh is drawn.

2. Each body against its reference

Every ratio the sources measured, against the same ratio measured off this body: its bones' rest lengths, or the drawn surface standing (the withers, the girth round the trunk behind the elbow, the hind foot from the point of the hock to the tip). The tests hold each within ten per cent.

3. The bodies, standing, walking, and at the game's 1x beside the 2D

Each body standing from the side and from three quarters, a stride of twelve steps, and at the game's own scale, 60 pixels to a villager's height, beside the crates' own 2D drawing of the nearest animal in the bestiary (the bestiary has no red deer and no crow; its hen is drawn on four legs in the sheep's coat). The 2D are at the art's 34 pixels to the metre, the 3D at 33.

4. Wings that fold and fly

Each wing's arm carries six feather bones of its own, three groups of secondaries on the ulna and three of primaries on the manus. Folding turns the arm (the humerus back, the ulna forward, the manus back) and then turns each feather group to lie back along the flank with its vane flat against it; spread, the groups fan from the arm, and flapping beats the arm about the body's long axis.

5. The silhouettes against the CC0 deer and wolf

Side on at 40 pixels to the metre, each model drawn at its body's measured withers height, aligned at the bottom centre of their boxes. Orange is only the body of sections, blue only the model, dark both. The models are stouter than the measured animals; the notes give the numbers.

6. What a creature costs

From probe.cjs, its numbers in probe.json: a herd of 1, 8 and 32 posed and skinned twelve times a second and drawn at the game's scale, in milliseconds of this page's one JavaScript thread per creature per second, beside the page before's bodies on the same run. This is this page's cost, not the game's, which skins on the GPU.